Zed Poirier


Shaders Visual Effects Design Coding Tooling 3D Pipeline

Tech Artist & Game Designer


I am a game development generalist at heart with a strong focus in technical art. The intersection space between art and code is my happy place and I am always excited to learn new technologies while solving complex visual problems.


I focus on creating immersive experiences by leveraging iterative design principles, stylized 3D modelling, and efficient scripting techniques for quick prototyping of core ideas.I am currently exploring complex rendering techniques, virtual reality design, and micro narrative games.


Please reach out via email (button below) and tell me all about the cool shaders in your latest project!

PROJECTS

Cylindris

Design Coding Tooling

A VR Tetris clone in its full cylindrical glory.


This experiment was a proof of concept aimed at solving the complex problem of bringing the 2D classic into a fully immersive VR experience. Built with the Godot game engine, with a focus on minimal gesture based controls.


God of Riffs (VR)

Visual Effects Shaders Tooling

Heavy metal VR rhythm game.


Focused on a variety of visual effects to crank the metal up to 11! Highlighted here is an enemy destroy particle effect, a powerup shockwave, and a custom audio reactive skybox written in HLSL.


Civic Story

3D Pipeline Shaders Tooling

A visual novel style project focused on Canadian politics with a comic book aesthetic.


Combined a variety of custom shaders and full screen effects to push the visual quality. Examples include a custom outline system, a page turn effect, and a custom character shader.


Seasonspree

Shaders Visual Effects Tooling

Cozy, cute, and chill game made with Unity.


Created a variety of bespoke shaders and visual effects to enhance the enviroments of the game world.


Shader Playground

Shaders Coding Tooling

An exploration of shader techniques.


Using a handmade OpenGL C++ renderer I've been experimenting with noise, raymarching, matrix transformations, and other techniques to produce visual effects using mostly GLSL.

Flicker VR

Design Coding 3D Pipeline

An assymetrical local multiplater VR game.


One player explores the haunted house to uncover its mysteries, while the other player haunts and stalks the intruder to its domain.


Dust Bowl Plinko

Coding Visual Effects Tooling

A physics based plinko game clone where a tumbleweed travels across different lands by the power of the wind.


Created with Google Blocks, 3DS Max, and Unity. The tumbleweed was modelled in VR as an experiment.